Dan Duncombe wrote:Then Maybe it isn't in your minetest altogether... Do you still get bones in game?
Dan Duncombe wrote:Good point- but I still thought you could disable it with the configure tab...
BlockMen wrote:Or just use Minetest+ instead of minetest_game.
It has no bones mod, more features and many tewaked things.
JBR wrote:BlockMen wrote:Or just use Minetest+ instead of minetest_game.
It has no bones mod, more features and many tewaked things.
No thanks, all I want is no bones I don't want to change anything else.
BlockMen wrote:JBR wrote:BlockMen wrote:Or just use Minetest+ instead of minetest_game.
It has no bones mod, more features and many tewaked things.
No thanks, all I want is no bones I don't want to change anything else.
Then go to /games/minetest_game/mods/ and delete the folder "bones"
Dan Duncombe wrote:Maybe you could delete the bones folder, then use PilzAdam's unknown node cleanup mod to delete all of the unknown blocks, then re-install bones or leave it.
minetest.register_abm({
nodenames = {"bones:bones"},
interval = 1,
chance = 1,
action = function(pos, node)
minetest.env:remove_node(pos)
end,
})
cornernote wrote:This does the trick:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
minetest.register_abm({
nodenames = {"bones:bones"},
interval = 1,
chance = 1,
action = function(pos, node)
minetest.env:remove_node(pos)
end,
})
cornernote wrote:Do you mean all the items that were in the bones?
If you don't remove the inventory, what do you do with it?
minetest.register_abm({
nodenames = {"bones:bones"},
interval = 1,
chance = 1,
action = function(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i = 1, inv:get_size("main") do
local stack = inv:get_stack("main", i)
if not stack:is_empty() then
minetest.add_item(pos, stack)
end
end
minetest.remove_node(pos)
end
})
Krock wrote:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
minetest.register_abm({
nodenames = {"bones:bones"},
interval = 1,
chance = 1,
action = function(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i = 1, inv:get_size("main") do
local stack = inv:get_stack("main", i)
if not stack:is_empty() then
minetest.add_item(pos, stk)
end
end
minetest.remove_node(pos)
end
})
Drops the stuff. Solved.
cornernote wrote:Why not just leave it in the bones?
cornernote wrote:Let me rephrase... If you are putting the items on the ground, then why remove the bones? I would think its a lot tidier to leave the items in the bones than on the ground.
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